codecombat/app/lib/Angel.coffee

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# Every Angel has one web worker attached to it. It will call methods inside the worker and kill it if it times out.
# God is the public API; Angels are an implementation detail. Each God can have one or more Angels.
{now} = require 'lib/world/world_utils'
World = require 'lib/world/world'
CocoClass = require 'lib/CocoClass'
module.exports = class Angel extends CocoClass
@nicks: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger']
infiniteLoopIntervalDuration: 7500 # check this often
infiniteLoopTimeoutDuration: 5000 # wait this long for a response when checking
abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
constructor: (@shared) ->
super()
@say 'Got my wings.'
if window.navigator and (window.navigator.userAgent.search("MSIE") isnt -1 or window.navigator.appName is 'Microsoft Internet Explorer')
@infiniteLoopIntervalDuration *= 10 # since it's so slow to serialize without transferable objects, we can't trust it
@infiniteLoopTimeoutDuration *= 10
@abortTimeoutDuration *= 10
@initialized = false
@running = false
@hireWorker()
@shared.angels.push @
destroy: ->
@fireWorker false
_.remove @shared.angels, @
super()
workIfIdle: ->
@doWork() unless @running
# say: debugging stuff, usually off; log: important performance indicators, keep on
say: (args...) -> #@log args...
log: (args...) -> console.log "|#{@shared.godNick}'s #{@nick}|", args...
testWorker: =>
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return if @destroyed
clearTimeout @condemnTimeout
@condemnTimeout = _.delay @infinitelyLooped, @infiniteLoopTimeoutDuration
@say "Let's give it", @infiniteLoopTimeoutDuration, "to not loop."
@worker.postMessage func: 'reportIn'
onWorkerMessage: (event) =>
return @say 'Currently aborting old work.' if @aborting and event.data.type isnt 'abort'
switch event.data.type
# First step: worker has to load the scripts.
when 'worker-initialized'
unless @initialized
@log "Worker initialized after #{(new Date()) - @worker.creationTime}ms"
@initialized = true
@doWork()
# We watch over the worker as it loads the world frames to make sure it doesn't infinitely loop.
when 'start-load-frames'
clearTimeout @condemnTimeout
when 'report-in'
clearTimeout @condemnTimeout
when 'end-load-frames'
clearTimeout @condemnTimeout
@beholdGoalStates event.data.goalStates # Work ends here if we're headless.
# We pay attention to certain progress indicators as the world loads.
when 'world-load-progress-changed'
Backbone.Mediator.publish 'god:world-load-progress-changed', event.data
when 'console-log'
@log event.data.args...
when 'user-code-problem'
Backbone.Mediator.publish 'god:user-code-problem', problem: event.data.problem
# We have to abort like an infinite loop if we see one of these; they're not really recoverable
when 'non-user-code-problem'
Backbone.Mediator.publish 'god:non-user-code-problem', problem: event.data.problem
if @shared.firstWorld
@infinitelyLooped() # For now, this should do roughly the right thing if it happens during load.
else
@fireWorker()
# Either the world finished simulating successfully, or we abort the worker.
when 'new-world'
@beholdWorld event.data.serialized, event.data.goalStates
when 'abort'
@say "Aborted.", event.data
clearTimeout @abortTimeout
@aborting = false
@running = false
_.remove @shared.busyAngels, @
@doWork()
else
@log "Received unsupported message:", event.data
beholdGoalStates: (goalStates) ->
return if @aborting
Backbone.Mediator.publish 'god:goals-calculated', goalStates: goalStates
@finishWork() if @shared.headless
beholdWorld: (serialized, goalStates) ->
return if @aborting
# Toggle BOX2D_ENABLED during deserialization so that if we have box2d in the namespace, the Collides Components still don't try to create bodies for deserialized Thangs upon attachment.
window.BOX2D_ENABLED = false
World.deserialize serialized, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates)
window.BOX2D_ENABLED = true
@shared.lastSerializedWorldFrames = serialized.frames
finishBeholdingWorld: (goalStates) -> (world) =>
return if @aborting
world.findFirstChangedFrame @shared.world
@shared.world = world
errorCount = (t for t in @shared.world.thangs when t.errorsOut).length
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Backbone.Mediator.publish 'god:new-world-created', world: world, firstWorld: @shared.firstWorld, errorCount: errorCount, goalStates: goalStates, team: me.team
for scriptNote in @shared.world.scriptNotes
Backbone.Mediator.publish scriptNote.channel, scriptNote.event
@shared.goalManager?.world = world
@finishWork()
finishWork: ->
@shared.firstWorld = false
@running = false
_.remove @shared.busyAngels, @
@doWork()
finalizePreload: ->
@say "Finalize preload."
@worker.postMessage func: 'finalizePreload'
infinitelyLooped: =>
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@say "On infinitely looped! Aborting?", @aborting
return if @aborting
problem = type: "runtime", level: "error", id: "runtime_InfiniteLoop", message: "Code never finished. It's either really slow or has an infinite loop."
Backbone.Mediator.publish 'god:user-code-problem', problem: problem
Backbone.Mediator.publish 'god:infinite-loop', firstWorld: @shared.firstWorld
@fireWorker()
doWork: ->
return if @aborting
return @say "Not initialized for work yet." unless @initialized
if @shared.workQueue.length
@work = @shared.workQueue.shift()
return _.defer @simulateSync, @work if @work.synchronous
@say "Running world..."
@running = true
@shared.busyAngels.push @
@worker.postMessage func: 'runWorld', args: @work
clearTimeout @purgatoryTimer
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@say "Infinite loop timer started at interval of", @infiniteLoopIntervalDuration
@purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration
else
@say "No work to do."
@hireWorker()
abort: ->
return unless @worker and @running
@say "Aborting..."
@running = false
@work = null
_.remove @shared.busyAngels, @
@abortTimeout = _.delay @fireWorker, @abortTimeoutDuration
@aborting = true
@worker.postMessage func: 'abort'
fireWorker: (rehire=true) =>
@aborting = false
@running = false
_.remove @shared.busyAngels, @
@worker?.removeEventListener 'message', @onWorkerMessage
@worker?.terminate()
@worker = null
clearTimeout @condemnTimeout
clearInterval @purgatoryTimer
@say "Fired worker."
@initialized = false
@work = null
@hireWorker() if rehire
hireWorker: ->
return if @worker
@say "Hiring worker."
@worker = new Worker @shared.workerCode
@worker.addEventListener 'message', @onWorkerMessage
@worker.creationTime = new Date()
#### Synchronous code for running worlds on main thread (profiling / IE9) ####
simulateSync: (work) =>
console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}" if imitateIE9?
work.t0 = now()
work.testWorld = testWorld = new World work.userCodeMap
testWorld.loadFromLevel work.level
if @shared.goalManager
testGM = new @shared.goalManager.constructor @testWorld
testGM.setGoals work.goals
testGM.setCode work.userCodeMap
testGM.worldGenerationWillBegin()
testWorld.setGoalManager testGM
@doSimulateWorld work
console?.profileEnd?() if imitateIE9?
console.log "Construction:", (work.t1 - work.t0).toFixed(0), "ms. Simulation:", (work.t2 - work.t1).toFixed(0), "ms --", ((work.t2 - work.t1) / testWorld.frames.length).toFixed(3), "ms per frame, profiled."
# If performance was really a priority in IE9, we would rework things to be able to skip this step.
goalStates = testGM?.getGoalStates()
serialized = testWorld.serialize().serializedWorld
window.BOX2D_ENABLED = false
World.deserialize serialized, @angelsShare.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates)
window.BOX2D_ENABLED = true
@shared.lastSerializedWorldFrames = serialized.frames
doSimulateWorld: (work) ->
work.t1 = now()
Math.random = work.testWorld.rand.randf # so user code is predictable
i = 0
while i < work.testWorld.totalFrames
frame = work.testWorld.getFrame i++
work.testWorld.ended = true
system.finish work.testWorld.thangs for system in work.testWorld.systems
work.t2 = now()